Related papers: Towards Consumer-Grade Cybersickness Prediction: M…
The occurrence of cybersickness in virtual reality (VR) significantly impairs users' perception and sense of immersion. Therefore, timely detection of cybersickness and the application of appropriate intervention strategies are crucial for…
Cybersickness poses a serious challenge for users of virtual reality (VR) technology. Consequently, there has been significant effort to track its occurrence during VR use with passive measures like brain activity recorded through…
Virtual reality (VR) presents immersive opportunities across many applications, yet the inherent risk of developing cybersickness during interaction can severely reduce enjoyment and platform adoption. Cybersickness is marked by symptoms…
With the rapid advancement of virtual reality (VR) technology, its adoption across domains such as healthcare, education, and entertainment has grown significantly. However, the persistent issue of cybersickness, marked by symptoms…
Virtual Reality (VR) sickness commonly known as cybersickness is one of the major problems for the comfortable use of VR systems. Researchers have proposed different approaches for predicting cybersickness from bio-physiological data (e.g.,…
Cybersickness is an unpleasant side effect of exposure to a virtual reality (VR) experience and refers to such physiological repercussions as nausea and dizziness triggered in response to VR exposure. Given the debilitating effect of…
Users would experience individually different sickness symptoms during or after navigating through an immersive virtual environment, generally known as cybersickness. Previous studies have predicted the severity of cybersickness based on…
Cybersickness remains a significant challenge in virtual reality (VR), limiting its usability across various applications. Existing mitigation strategies focus on optimising VR hardware and/or software and enhancing self-motion perception…
Virtual reality (VR) is an imminent trend in games, education, entertainment, military, and health applications, as the use of head-mounted displays is becoming accessible to the mass market. Virtual reality provides immersive experiences…
Despite the widespread adoption of Virtual Reality (VR) technology, cybersickness remains a barrier for some users. This research investigates head movement patterns as a novel physiological marker for cybersickness detection. Unlike…
This paper presents a novel adaptive Virtual Reality (VR) system that aims to mitigate cybersickness in immersive environments through dynamic, real-time adjustments. The system predicts cybersickness levels in real-time using a machine…
Cybersickness can be characterized by nausea, vertigo, headache, eye strain, and other discomforts when using virtual reality (VR) systems. The previously reported machine learning (ML) and deep learning (DL) algorithms for detecting…
Virtual Reality (VR) is quickly establishing itself in various industries, including training, education, medicine, and entertainment, in which users are frequently required to carry out multiple complex cognitive and physical activities.…
Background: Given that VR is applied in multiple domains, understanding the effects of cyber-sickness on human cognition and motor skills and the factors contributing to cybersickness gains urgency. This study aimed to explore the…
A plethora of recent research has proposed several automated methods based on machine learning (ML) and deep learning (DL) to detect cybersickness in Virtual reality (VR). However, these detection methods are perceived as computationally…
Despite the technological advancements in Virtual Reality (VR), users are constantly combating feelings of nausea and disorientation, the so called cybersickness. Cybersickness symptoms cause severe discomfort and hinder the immersive VR…
Emotion recognition (ER) technology is an integral part for developing innovative applications such as drowsiness detection and health monitoring that plays a pivotal role in contemporary society. This study delves into ER using…
We present a unified deep learning framework for the recognition of user identity and the recognition of imagined actions, based on electroencephalography (EEG) signals, for application as a brain-computer interface. Our solution exploits a…
Cybersickness is a common ailment associated with virtual reality (VR) user experiences. Several automated methods exist based on machine learning (ML) and deep learning (DL) to detect cybersickness. However, most of these cybersickness…
Cross-user electromyography (EMG)-based gesture recognition represents a fundamental challenge in achieving scalable and personalized human-machine interaction within real-world applications. Despite extensive efforts, existing…